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Move the cogl shader boilerplate setting code to a separate function
_cogl_shader_compile_real had some code to create a set of strings to combine the boilerplate code with a shader before calling glShaderSource. This has now been moved to its own internal function so that it could be used from the GLSL pipeline backend as well.
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@ -54,4 +54,12 @@ _cogl_shader_compile_real (CoglHandle handle, int n_tex_coord_attribs);
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CoglShaderLanguage
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_cogl_program_get_language (CoglHandle handle);
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void
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_cogl_shader_set_source_with_boilerplate (GLuint shader_gl_handle,
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GLenum shader_gl_type,
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int n_tex_coord_attribs,
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GLsizei count_in,
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const char **strings_in,
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const GLint *lengths_in);
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#endif /* __COGL_SHADER_H */
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@ -183,6 +183,72 @@ cogl_shader_compile (CoglHandle handle)
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* replace it with a pipeline snippets API. */
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}
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void
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_cogl_shader_set_source_with_boilerplate (GLuint shader_gl_handle,
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GLenum shader_gl_type,
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int n_tex_coord_attribs,
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GLsizei count_in,
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const char **strings_in,
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const GLint *lengths_in)
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{
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static const char common_boilerplate[] = _COGL_COMMON_SHADER_BOILERPLATE;
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static const char vertex_boilerplate[] = _COGL_VERTEX_SHADER_BOILERPLATE;
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static const char fragment_boilerplate[] = _COGL_FRAGMENT_SHADER_BOILERPLATE;
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const char **strings = g_alloca (sizeof (char *) * (count_in + 3));
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GLint *lengths = g_alloca (sizeof (GLint) * (count_in + 3));
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int count = 0;
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#ifdef HAVE_COGL_GLES2
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char *tex_coords_declaration = NULL;
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#endif
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GET_CONTEXT (ctx, NO_RETVAL);
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strings[count] = common_boilerplate;
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lengths[count++] = sizeof (common_boilerplate) - 1;
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if (shader_gl_type == GL_VERTEX_SHADER)
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{
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strings[count] = vertex_boilerplate;
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lengths[count++] = sizeof (vertex_boilerplate) - 1;
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}
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else if (shader_gl_type == GL_FRAGMENT_SHADER)
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{
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strings[count] = fragment_boilerplate;
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lengths[count++] = sizeof (fragment_boilerplate) - 1;
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}
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#ifdef HAVE_COGL_GLES2
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if (n_tex_coord_attribs)
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{
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tex_coords_declaration =
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g_strdup_printf ("varying vec2 _cogl_tex_coord[%d];\n",
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n_tex_coord_attribs);
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strings[count] = tex_coords_declaration;
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lengths[count++] = -1; /* null terminated */
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}
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#endif
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memcpy (strings + count, strings_in, sizeof (char *) * count_in);
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if (lengths_in)
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memcpy (lengths + count, lengths_in, sizeof (GLint) * count_in);
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else
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{
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int i;
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for (i = 0; i < count_in; i++)
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lengths[count + i] = -1; /* null terminated */
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}
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count += count_in;
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GE( glShaderSource (shader_gl_handle, count,
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(const char **) strings, lengths) );
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#ifdef HAVE_COGL_GLES2
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g_free (tex_coords_declaration);
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#endif
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}
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void
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_cogl_shader_compile_real (CoglHandle handle,
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int n_tex_coord_attribs)
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@ -228,8 +294,6 @@ _cogl_shader_compile_real (CoglHandle handle,
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else
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#endif
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{
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char *sourcev[4];
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int count = 0;
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GLenum gl_type;
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if (shader->gl_handle
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@ -257,31 +321,19 @@ _cogl_shader_compile_real (CoglHandle handle,
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shader->gl_handle = glCreateShader (gl_type);
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sourcev[count++] = _COGL_COMMON_SHADER_BOILERPLATE;
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if (shader->type == COGL_SHADER_TYPE_VERTEX)
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sourcev[count++] = _COGL_VERTEX_SHADER_BOILERPLATE;
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else
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sourcev[count++] = _COGL_FRAGMENT_SHADER_BOILERPLATE;
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#ifdef HAVE_COGL_GLES2
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if (n_tex_coord_attribs)
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sourcev[count++] =
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g_strdup_printf ("varying vec2 _cogl_tex_coord[%d];\n",
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n_tex_coord_attribs);
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shader->n_tex_coord_attribs = n_tex_coord_attribs;
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#endif
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sourcev[count++] = shader->source;
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glShaderSource (shader->gl_handle, count, (const char **)sourcev, NULL);
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#ifdef HAVE_COGL_GLES2
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if (count == 4)
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g_free (sourcev[2]);
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#endif
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_cogl_shader_set_source_with_boilerplate (shader->gl_handle,
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gl_type,
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n_tex_coord_attribs,
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1,
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(const char **) &shader->source,
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NULL);
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GE (glCompileShader (shader->gl_handle));
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#ifdef HAVE_COGL_GLES2
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shader->n_tex_coord_attribs = n_tex_coord_attribs;
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#endif
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#ifdef COGL_GL_DEBUG
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if (!cogl_shader_is_compiled (handle))
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{
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